diff --git a/Source/Game/Entities/Unit/Unit.cs b/Source/Game/Entities/Unit/Unit.cs index e9aff56b7..5692f4de1 100644 --- a/Source/Game/Entities/Unit/Unit.cs +++ b/Source/Game/Entities/Unit/Unit.cs @@ -2714,12 +2714,6 @@ namespace Game.Entities if (!victim.IsAlive() || victim.HasUnitState(UnitState.InFlight) || (victim.IsTypeId(TypeId.Unit) && victim.ToCreature().IsEvadingAttacks())) return; - // Hmmmm dont like this emotes client must by self do all animations - if (damageInfo.HitInfo.HasAnyFlag(HitInfo.CriticalHit)) - victim.HandleEmoteCommand(Emote.OneshotWoundCritical); - if (damageInfo.Blocked != 0 && damageInfo.TargetState != VictimState.Blocks) - victim.HandleEmoteCommand(Emote.OneshotParryShield); - if (damageInfo.TargetState == VictimState.Parry && (!IsTypeId(TypeId.Unit) || !ToCreature().GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoParryHasten))) {